/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2012, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------- */ /** @file PretransformVertices.h * @brief Defines a post processing step to pretransform all * vertices in the scenegraph */ #ifndef AI_PRETRANSFORMVERTICES_H_INC #define AI_PRETRANSFORMVERTICES_H_INC #include "BaseProcess.h" #include "../include/assimp/aiMesh.h" class PretransformVerticesTest; namespace Assimp { // --------------------------------------------------------------------------- /** The PretransformVertices pretransforms all vertices in the nodegraph * and removes the whole graph. The output is a list of meshes, one for * each material. */ class PretransformVertices : public BaseProcess { public: PretransformVertices (); ~PretransformVertices (); public: // ------------------------------------------------------------------- // Check whether step is active bool IsActive( unsigned int pFlags) const; // ------------------------------------------------------------------- // Execute step on a given scene void Execute( aiScene* pScene); // ------------------------------------------------------------------- // Setup import settings void SetupProperties(const Importer* pImp); // ------------------------------------------------------------------- /** @brief Toggle the 'keep hierarchy' option * @param d hm ... difficult to guess what this means, hu!? */ void KeepHierarchy(bool d) { configKeepHierarchy = d; } // ------------------------------------------------------------------- /** @brief Check whether 'keep hierarchy' is currently enabled. * @return ... */ bool IsHierarchyKept() const { return configKeepHierarchy; } private: // ------------------------------------------------------------------- // Count the number of nodes unsigned int CountNodes( aiNode* pcNode ); // ------------------------------------------------------------------- // Get a bitwise combination identifying the vertex format of a mesh unsigned int GetMeshVFormat(aiMesh* pcMesh); // ------------------------------------------------------------------- // Count the number of vertices in the whole scene and a given // material index void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat, unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices); // ------------------------------------------------------------------- // Collect vertex/face data void CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat, unsigned int iVFormat, aiMesh* pcMeshOut, unsigned int aiCurrent[2], unsigned int* num_refs); // ------------------------------------------------------------------- // Get a list of all vertex formats that occur for a given material // The output list contains duplicate elements void GetVFormatList( aiScene* pcScene, unsigned int iMat, std::list& aiOut); // ------------------------------------------------------------------- // Compute the absolute transformation matrices of each node void ComputeAbsoluteTransform( aiNode* pcNode ); // ------------------------------------------------------------------- // Simple routine to build meshes in worldspace, no further optimization void BuildWCSMeshes(std::vector& out, aiMesh** in, unsigned int numIn, aiNode* node); // ------------------------------------------------------------------- // Apply the node transformation to a mesh void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat); // ------------------------------------------------------------------- // Reset transformation matrices to identity void MakeIdentityTransform(aiNode* nd); // ------------------------------------------------------------------- // Build reference counters for all meshes void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs); //! Configuration option: keep scene hierarchy as long as possible bool configKeepHierarchy, configNormalize; }; } // end of namespace Assimp #endif // !!AI_GENFACENORMALPROCESS_H_INC